Difference between revisions of "PUMA"

From War Thunder Wiki
Jump to: navigation, search
(Edits)
(Armour section seems weird so i rewrote it with more specifics. wrote-up counter section and some other things. I don't own it, so it's a give or take from what i saw.)
Line 14: Line 14:
 
{{Specs-Tank-Armour}}
 
{{Specs-Tank-Armour}}
 
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
 
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
The Puma has mediocre armour at first sight, barely withstanding 12.7 mm rounds.. Its most protected piece is the  15 mm additional plate on the lower glacis. However, the spacing and modules make this vehicle a very capable one when it comes to survivability. The frontal glacis is in two parts, the upper area is 5 mm RHA sloped at 76 degrees and the lower one is 15 mm RHA sloped at 32 degrees. Both the upper and lower plates will not stop anything but SPAA ammunition at the battle rating and HEATFS projectiles. The lower glacis plate is not as strong since not sloped as much, but penetrating this plate will often result in shrapnel stopped by the engine deck.  
+
The Puma has mediocre hull armour at first sight, supposedly barely withstanding 12.7 mm rounds, as it has at most 15 mm RHA. However, the external armour plates, spacing, internal RHA screens and modules make this vehicle a very capable one when it comes to survivability.  
 +
 
 +
The frontal glacis is in two parts, the upper area which is protected by additional external NERA screens (also giving 5 mm more RHA sloped at 76 degrees) and the lower one is 15 mm RHA sloped at 32 degrees, with an additional 35 mm RHA and a composite screen being hidden behind it. Both the upper and lower plates will not stop anything stronger than 30 mm APDS and chemical shells. The lower glacis plate is not as strong since it is not sloped as much, but penetrating this plate will often result in shrapnel being stopped by the engine deck.
 +
 
 +
The weak parts on the front of the hull are where the armour is presented flat or has only one module to stop the incoming shells, such as: the connector between upper and lower plate, particularly the left side (because it is only protected by the transmission and has no NERA), the exhaust vent panel on the right under the gun (10 mm RHA, has no NERA coating, only has radiator to stop shells passing through it and even if shells bounce off it they can hit the gun barrel instead), and the driver optics on the left (very difficult to notice and hit, but have absolutely no screening and both gunner and driver are in the shell trajectory). Also, although the engine bay acts as a spaced armour to protect the crew from all sorts of attacks and additionally shields the crew from overpressure, it comes at the expense of being lit on fire.  
 
[[File:Puma IFV vs 9M133.png|left|thumb|9M133 can be stopped by the composite array depending on the obliquity of the armour at LOS.]]
 
[[File:Puma IFV vs 9M133.png|left|thumb|9M133 can be stopped by the composite array depending on the obliquity of the armour at LOS.]]
Thanks to the engine bay being on the front of the tank, it acts as a spaced armour to protect the crew from all sorts of attacks, along with the lower glacis composite armour and spall shields dividing the engine bay and the crew compartment. However, it comes at the expense of being lit on fire multiple times. The Puma has access to a powerful ERA that protects its sides. However, it is only effective on certain chemical munitions as the side armour of the Puma is non-existent. This armour is similar to the armour package seen on the skirts of the Challenger 2 and it offers a 500 mm protection against chemical munitions with a successful disruption up to 550 mm at 0° LOS. This protection is increased as the angling is higher. It is unable to fight against tandem warheads and ATGMs with a penetration above the stipulated. 
 
  
The space inside the crew compartment offers a really good protection for chemical energy shells such as HEATFS, ATGMs and anti-tank grenades, having a similar effect as on the Class 3(P). This makes the Puma capable of withstanding hits of almost all HEATFS of the BR  and even some ATGMs without fatal damage. It is also able to reduce the penetration or stop ATGM like the [[9M113 Konkurs]] and 9M112 (ATGM of the [[T-64B]]) although do not expect it to happen all the time, it depends on your angling, where the missile impacts and overpressure mechanics.
+
On the sides, the Puma has access to powerful external NERA, ERA and fuel tanks that protect its sides. However, it is only effective on certain chemical munitions as the side armour of the Puma hull itself is non-existent, and external armour quickly deteriorates when under continuous fire (although it technically can stop 30 mm APDS when the tank is sufficiently angled). This armour is similar to the armour package seen on the skirts of the [[Challenger 2]] and it offers a 500 mm protection against chemical munitions with a successful disruption up to 550 mm at 0° LOS. This protection is increased as the angle of attack becomes higher. It is unable to protect against tandem warheads (as they simply ignore ERA) and will not stop ATGMs with a penetration above the stipulated head-on. 
 +
 
 +
Most of the roof has 30 mm thick composite screen (which technically means it's invulnerable to HE), combined with spacing inside the crew compartment it offers a decent protection for chemical energy shells such as HEATFS, ATGMs and anti-tank grenades, making it closer to the [[Class 3 (P)]] protection levels. Unfortunately, there are spots on the hull's front roof which still can be penetrated by HE, allowing tankers with keen aim or big HE to destroy the tank. Overall, spacing and overpressure protection makes the Puma capable of withstanding hits of all HEATFS and even some ATGMs without fatal damage. It is also able to reduce the penetration or stop ATGM like the [[9M113 Konkurs]] and 9M112 (ATGM of the [[T-64B]]) although do not expect it to happen all the time, it depends on your angling, where the missile impacts and overpressure mechanics.
 +
 
 +
Back of the tank's hull is extremely vulnerable, particularly the door, as it can be penetrated by 12.7 MG at general melee ranges and there is nothing to stop enemy shells when they enter the tank.
 +
 
 +
The turret itself can take a lot of beating and has no crew in it, but its optics can be easily detected when facing an enemy and it technically can be penetrated by 12.7. This is unfortunate, as the ammo belt is right behind the optics, allowing enemy to destroy the ammunition and eventually make the tank useless. Another weakness is the turret ring, as it allows autocannon armed tanks to destroy the vertical gun drive.
  
 
;MUSS Active Protection System
 
;MUSS Active Protection System
Line 52: Line 61:
 
* [[Rbs 55]] ([[UDES 33]]/[[Pvrbv 551]])</div>
 
* [[Rbs 55]] ([[UDES 33]]/[[Pvrbv 551]])</div>
  
Laser-guided missiles (AGM-114 Hellfire, MIM146 ADATS, etc) will not be jammed by MUSS. In order to let the APS work, it must be turned on with a key in the control section. The APS module can be destroyed.
+
Laser-guided missiles (AGM-114 Hellfire, MIM146 ADATS, ZT3, etc) will not be jammed by MUSS. In order to let the APS work, it must be turned on with a key in the control section. The APS module can be destroyed.
  
 
MUSS can be used while on the move. While on the move (specially horizontally), the jammed ATGM will move in an uncontrolled direction like normal jamming but riskier, keep this in mind as it can hit a track, engine deck or close enough to create fragmentation and spot the Puma  and/or friendlies. When moving forward to an enemy who fired an ATGM, it will be affected by the APS but due to the momentum, the ATGM can hit the Puma if the ATGM is redirected towards the ground. MUSS creates a thermal signature which can be seen with thermal sights. It also can also be used as an IR spotlight. It should be noted that this can be a disadvantage when in night maps as tanks with NVD (except when tanks are using thermal view) will be able to see the light beam. The APS should be turned on and off at commander's discretion. When on day maps, this will not be an issue. MUSS must have a clear line-of-sight with the enemy launcher (at least enemy sights must be able to see the tank). Tanks firing behind cover like the Swingfire can also be affected by the APS. As long as the enemy is within the jamming arc, the Puma will be protected against SACLOS ATGMs. It should be noted that the Puma has access to Laser Warning Receiver (LWR), so the player does not need to rely on visual contact with the ATGM and the launcher. Thankfully, the thermal sights will be capable of detecting the fireball created by the ATGMs at certain distances.
 
MUSS can be used while on the move. While on the move (specially horizontally), the jammed ATGM will move in an uncontrolled direction like normal jamming but riskier, keep this in mind as it can hit a track, engine deck or close enough to create fragmentation and spot the Puma  and/or friendlies. When moving forward to an enemy who fired an ATGM, it will be affected by the APS but due to the momentum, the ATGM can hit the Puma if the ATGM is redirected towards the ground. MUSS creates a thermal signature which can be seen with thermal sights. It also can also be used as an IR spotlight. It should be noted that this can be a disadvantage when in night maps as tanks with NVD (except when tanks are using thermal view) will be able to see the light beam. The APS should be turned on and off at commander's discretion. When on day maps, this will not be an issue. MUSS must have a clear line-of-sight with the enemy launcher (at least enemy sights must be able to see the tank). Tanks firing behind cover like the Swingfire can also be affected by the APS. As long as the enemy is within the jamming arc, the Puma will be protected against SACLOS ATGMs. It should be noted that the Puma has access to Laser Warning Receiver (LWR), so the player does not need to rely on visual contact with the ATGM and the launcher. Thankfully, the thermal sights will be capable of detecting the fireball created by the ATGMs at certain distances.
Line 91: Line 100:
 
{{Specs-Tank-Mobility}}
 
{{Specs-Tank-Mobility}}
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.''
+
{{PAGENAME}} will generally drive forward at about 56 km/h, which is not the best speed for a light tank, but not the slowest either.
 +
 
 +
The reverse acceleration is good enough to break out of a ram-lock with a tank like [[T-62]], which is important as the main gun can't really destroy such tanks frontally, so instead it's better to reverse and snapshot enemy tracks before they managed to catch up and drag {{PAGENAME}} into a wall.
  
 
{{tankMobility}}
 
{{tankMobility}}
Line 210: Line 221:
  
 
Another way to play is being a support vehicle and slightly being aggressive, where you can support your teammates at the frontline aiming for weak spots of enemies with APFSDS, or flanking them as the APFSDS can cut through easy weak spots and the sides and rear of enemies. While the PUMA can survive and soak up shots due to the empty space inside the vehicle, you can still be disabled by an engine shot, or a well placed shot to the side where all your crew is packed together. The PUMA provides good protection against most chemical warhead weapons aside from tandem charged warheads, as the PUMA is equipped with a mix of CLARA Explosive Reactive Armor, and composite armor. It may occasionally bounce early APDS and APFSDS to the angle of the frontal armor but it's best to still play cautiously as no vehicle is invincible.
 
Another way to play is being a support vehicle and slightly being aggressive, where you can support your teammates at the frontline aiming for weak spots of enemies with APFSDS, or flanking them as the APFSDS can cut through easy weak spots and the sides and rear of enemies. While the PUMA can survive and soak up shots due to the empty space inside the vehicle, you can still be disabled by an engine shot, or a well placed shot to the side where all your crew is packed together. The PUMA provides good protection against most chemical warhead weapons aside from tandem charged warheads, as the PUMA is equipped with a mix of CLARA Explosive Reactive Armor, and composite armor. It may occasionally bounce early APDS and APFSDS to the angle of the frontal armor but it's best to still play cautiously as no vehicle is invincible.
 +
 +
'''Counter tactics:'''
 +
 +
A ground force veteran might notice that PUMA looks and acts eerily similar to the [[Warrior]], but with no ATGM. The less obvious differences are not visible to the eye. It is much better protected and will block HEAT shells almost anywhere, cannot be destroyed with HMG, does not explode if shot into the turret, has no ammo racks in the back. Its gun is belt fed, fires much faster and harder, but it can be ammo starved like SPAAs, if direct destruction is impossible. It also works as a great equalizer - even though it has no ATGM, it will not let almost anyone around it to use them either. Treat it as a medium tank, or a single mistake will allow it to immediately disable your weapon, then bully you and your teammates at its leisure.
 +
 +
Here are some tips for various ammunition types:
 +
 +
Semi-auto ATGM - forget about it. Unless it is very close to you, IRCM will derail the missile into the ground. If you want to use it, hit the IRCM on top of it with something else until it breaks, then hit the tank with ATGM. Even so, avoid hitting the tank from the side, especially at an angle, as NERA or ERA might block it. Do not aim at the middle of it if you attack at an angle, hit closer to the front. If you are a dedicated missile carrier with no side weapons - try to bait it as close as you can and pray for a hit, since its IRCM is placed so high that there is literally no way to sneak a missile around it, the less time the missile is exposed to it, the better.
 +
 +
Wire guided ATGM - Probably it is too weak or uncontrollable to break through its hull, hit the turret first to ensure your survival. Then, depending on range and position, try to hit its LFP (it's weak enough even for gen 1 ATGM), vent (UFP, on your left if head-on, looks like a weird bright square without camouflage, hard to hit), worst case scenario try to hit its left (right when head-on) corner from a side until it gives in (avoid hitting too many ERA bricks at once and don't aim too low or you will hit NERA and external fuel tanks) or immobilize it by any means necessary and finish it off from behind. If in AB mode - see SACLOS.
 +
 +
Laser guided ATGM - Fire at the crew in the front. Do not rely on the raw power of ATGM and do not mindlessly slam the back or the middle of the {{PAGENAME}}, it's not an XM-1, it won't blow up even if you will just hit it 12 times randomly.
 +
 +
HESH - you are already dead, but at least attempt to hit the driver optics or the tip of the gun. If you are lucky enough, the tank will take critical damage.
 +
 +
HE - If it can penetrate more than 31 mm RHA, try to hit turret neck from the front of the hull, as there is a lot of openings in the composite screen, through which an HE might get inside and destroy the crew. There is also a possibility of attacking the driver, as he is not completely screened away, but it's more difficult than just hitting the turret's bottom. The sides are very difficult to penetrate.
 +
 +
HEAT - If head-on, attack lower frontal plate (aim for your right to avoid the engine deck), otherwise destroy the turret and swap ammunition. Everything else but rear is likely to bounce or block the shot. If its LFP is out of the reach and you can't get to its rear, try to hit the ventilation, as it has no NERA. If it won't bounce, then you will at least take out the commander, if it will bounce, it is very likely to hit the gun barrel and destroy it.
 +
 +
Autocannon - Go for the turret ammo belt to disrupt it's weapon, then unload into the driver's optics. If that won't penetrate for some reason, you can attack it's middle-bottom from the side to destroy the remaining ammo belts, so it becomes useless, then assault its side armour until it eventually collapses or attack the rear.
 +
 +
APHE - Unlike with the Warrior, its engine deck can stop APHE without collapsing the entire tank, so when attacking it from the front, hit its left (your right) side to ensure it's demise. If your fuse sensitivity is 19, DO NOT attack the turret - it is sealed away from the hull and is thin enough to detonate the shell. Side hits seem to be fatal almost anywhere. When hitting from the rear, aim left or middle, as it will not detonate slow fuses and its crew might survive.
 +
 +
Pure kinetic shells -
 +
 +
RB:
 +
 +
Your goal is to destroy two crew members in one hit. It is particuarly weak to high calibre APDS. Avoid attacking it at an angle if possible.
 +
 +
When head-on, the fastest way is to hit it's left (right for you) with APFSDS or APDS - if shot straight, the tank loses both gunner and driver, resulting in one hit KO. Be aware that this tank has fake side panels and its real interior is actually very narrow - look for LFP or ensure that you are aiming in between of the tracks first to confirm that you are, in fact, aiming at the crew compartment.
 +
 +
From the side, look where the turret connects with the tank, then aim a bit closer to the front, this should take out both gunner and commander.
 +
 +
If you can't aim this fast, then destroy the gun. If you missed, turn the gun away and hope that the enemy is too sloppy or busy with something else to destroy your gun. If you still have heavy machine gun, fire at turret's optics to try and damage its ammo belt to buy some time.
 +
 +
AB:
 +
 +
There is a high chance your opponent already has "crew replenishment" researched, in which case if you will go for default strategy, you are likely to lose, as the commander can use the main weapon. Basically, treat {{PAGENAME}} as if you can only take it out in minimum two shots and disable its weapon first.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 215: Line 264:
 
'''Pros:'''
 
'''Pros:'''
  
* Access to IRCM that can disrupt most missiles.
+
* Access to IRCM that can disrupt most common missiles
* ERA on the side of the tank that will stop any chemical warheads.
+
* ERA on the side of the tank that will stop any chemical warheads
 
* Crewless turret that can enable you to hull down effectively
 
* Crewless turret that can enable you to hull down effectively
* Empty space in the hull that can absorb shots.
+
* The turret is sealed away from the interior of the hull and won't detonate most of APHE shells, significantly reducing potential of collateral damage
* Access to APFSDS for an autocannon.
+
* Unlike with the similar IFVs, it is incredibly difficult to destroy it without actually taking out the crew
* Good mobility for its size.
+
* Access to APFSDS for an autocannon
* Blowout Panel for the turret.
+
* Good mobility for its size
* Very good optics
+
* Optics can shift from a general melee X2 zoom to the near-maximum sniper X15
 
* Generation 3 Thermals for Commander and Gunner
 
* Generation 3 Thermals for Commander and Gunner
* Laser Warning System to alert you of incoming fire from tanks or helicopters.
+
* Laser Warning System to alert you of incoming fire from tanks or helicopters
  
 
'''Cons:'''
 
'''Cons:'''
  
* Big target for its vehicle type.
+
* Big target for its vehicle type
* Fire rate is subpar compared to most of its counterparts.
+
* Fire rate is subpar compared to most of its counterparts
* Has a timed HEI-T shell instead of HE-VT.
+
* Has a timed HEI-T shell instead of HE-VT, which is inconvenient when fighting aircraft
* IRCM can be spotted easily in NVD and Thermal sights.
+
* IRCM can be spotted easily in NVD and Thermal sights
* No access to ATGMs unlike its counterparts.
+
* No access to ATGMs unlike its counterparts
* Stock belt is subpar for defeating ground vehicles.
+
* Stock belt is subpar for defeating ground vehicles
* Engine area is in the front, which can easily be disabled.
+
* Engine area is in the front, can be disabled easily
  
 
== History ==
 
== History ==
Line 248: Line 297:
 
* ''reference to the series of the vehicles;''
 
* ''reference to the series of the vehicles;''
 
* ''links to approximate analogues of other nations and research trees.'' -->
 
* ''links to approximate analogues of other nations and research trees.'' -->
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
  
* ''reference to the series of the vehicles;''
+
;Other vehicles of similar configuration and role
* ''links to approximate analogues of other nations and research trees.''
+
 
 +
[[Warrior]]
 +
[[Strf 9040B]]
  
 
== External links ==
 
== External links ==

Revision as of 02:20, 1 April 2022

Rank VI | Premium | Golden Eagles
Challenger DS Pack
PUMA
germ_schutzenpanzer_puma.png
GarageImage PUMA.jpg
PUMA
AB RB SB
10.0 10.0 10.0
Class:
Research:300 000 Specs-Card-Exp.png
Purchase:830 000 Specs-Card-Lion.png
Show in game

Description

The Schützenpanzer PUMA is a rank VII German light tank with a battle rating of 10.0 (AB/RB/SB). It was introduced in Update "Wind of Change".

The PUMA is a futuristic and unusual vehicle. It has a large profile, strong armor for an IFV, and weighs more than a T-72A, but the mobility is still very good because of its impressive engine with more than 1,000 horsepower. The unmanned turret is equipped with a 30 mm autocannon with access to APFSDS and airburst rounds, reminiscent of the Swedish CV90 family. The cherry on top is the MUSS soft-kill active protection system, which interferes with the guidance of incoming ATGMs. Although the PUMA is difficult to hide and is not particularly threatening to most MBTs from the front, it is a fairly tough target to destroy and can be a nightmare for enemy IFVs and helicopters, as it can shrug off most of their weapons and retaliate in turn.

General info

Survivability and armour

ERA
Effective action against the cumulative ammunition
Composite armour
Balanced protection against all types of ammunition
Smoke grenades
Creation of a smoke screen in front of the vehicle
LWS
Notifies about the vehicle's exposure to laser emissions
Armourfront / side / back
Hull32 / 15 / 11
Turret25 / 15 / 15
Crew3 people
Visibility86 %

The Puma has mediocre hull armour at first sight, supposedly barely withstanding 12.7 mm rounds, as it has at most 15 mm RHA. However, the external armour plates, spacing, internal RHA screens and modules make this vehicle a very capable one when it comes to survivability.

The frontal glacis is in two parts, the upper area which is protected by additional external NERA screens (also giving 5 mm more RHA sloped at 76 degrees) and the lower one is 15 mm RHA sloped at 32 degrees, with an additional 35 mm RHA and a composite screen being hidden behind it. Both the upper and lower plates will not stop anything stronger than 30 mm APDS and chemical shells. The lower glacis plate is not as strong since it is not sloped as much, but penetrating this plate will often result in shrapnel being stopped by the engine deck.

The weak parts on the front of the hull are where the armour is presented flat or has only one module to stop the incoming shells, such as: the connector between upper and lower plate, particularly the left side (because it is only protected by the transmission and has no NERA), the exhaust vent panel on the right under the gun (10 mm RHA, has no NERA coating, only has radiator to stop shells passing through it and even if shells bounce off it they can hit the gun barrel instead), and the driver optics on the left (very difficult to notice and hit, but have absolutely no screening and both gunner and driver are in the shell trajectory). Also, although the engine bay acts as a spaced armour to protect the crew from all sorts of attacks and additionally shields the crew from overpressure, it comes at the expense of being lit on fire.

9M133 can be stopped by the composite array depending on the obliquity of the armour at LOS.

On the sides, the Puma has access to powerful external NERA, ERA and fuel tanks that protect its sides. However, it is only effective on certain chemical munitions as the side armour of the Puma hull itself is non-existent, and external armour quickly deteriorates when under continuous fire (although it technically can stop 30 mm APDS when the tank is sufficiently angled). This armour is similar to the armour package seen on the skirts of the Challenger 2 and it offers a 500 mm protection against chemical munitions with a successful disruption up to 550 mm at 0° LOS. This protection is increased as the angle of attack becomes higher. It is unable to protect against tandem warheads (as they simply ignore ERA) and will not stop ATGMs with a penetration above the stipulated head-on. 

Most of the roof has 30 mm thick composite screen (which technically means it's invulnerable to HE), combined with spacing inside the crew compartment it offers a decent protection for chemical energy shells such as HEATFS, ATGMs and anti-tank grenades, making it closer to the Class 3 (P) protection levels. Unfortunately, there are spots on the hull's front roof which still can be penetrated by HE, allowing tankers with keen aim or big HE to destroy the tank. Overall, spacing and overpressure protection makes the Puma capable of withstanding hits of all HEATFS and even some ATGMs without fatal damage. It is also able to reduce the penetration or stop ATGM like the 9M113 Konkurs and 9M112 (ATGM of the T-64B) although do not expect it to happen all the time, it depends on your angling, where the missile impacts and overpressure mechanics.

Back of the tank's hull is extremely vulnerable, particularly the door, as it can be penetrated by 12.7 MG at general melee ranges and there is nothing to stop enemy shells when they enter the tank.

The turret itself can take a lot of beating and has no crew in it, but its optics can be easily detected when facing an enemy and it technically can be penetrated by 12.7. This is unfortunate, as the ammo belt is right behind the optics, allowing enemy to destroy the ammunition and eventually make the tank useless. Another weakness is the turret ring, as it allows autocannon armed tanks to destroy the vertical gun drive.

MUSS Active Protection System

The Puma has access to an infra-red jammer, the MUSS APS. It is a constant active APS which provides protection against a wide variety of threats. The jamming device (commander's optics like system on the highest mount of the turret's roof) is mounted on the roof of the tank to cover the vulnerable frontal arc. It is called "Infrared Countermeasure" for the following reason: SACLOS guidance utilizes a beam-riding guidance which is connected to the GPS (gunner main sight in some cases, on others it is a different sight like on T-55AM-1 and T-62M-1) which uses a flare as reference point for the guidance system in the ATGM. The missile moves with the gunner's sight and the flare tries to stay on the crosshairs. IRCM confuses the GPS with a brighter IR light decoy acting as the flare (the flare is also IR) which signals the ATGM to move to a different position nowhere near from the gunner's target. Furthermore, PUMA's MUSS active protection system provides a protective sphere around the vehicle against incoming missiles. The system works in a similar fashion to the Shtora system found on the Soviet T-90A and the EIREL system found on the French AMX-30B2 BRENUS. Contrary to the Soviet and French systems however, there is no need to point in the direction of the incoming threat however. Instead, the system is fully automatic and constantly surveys the 360 degrees of the vehicle's surroundings. 

MUSS will jam SACLOS missiles including wire-guidance:

Laser-guided missiles (AGM-114 Hellfire, MIM146 ADATS, ZT3, etc) will not be jammed by MUSS. In order to let the APS work, it must be turned on with a key in the control section. The APS module can be destroyed.

MUSS can be used while on the move. While on the move (specially horizontally), the jammed ATGM will move in an uncontrolled direction like normal jamming but riskier, keep this in mind as it can hit a track, engine deck or close enough to create fragmentation and spot the Puma  and/or friendlies. When moving forward to an enemy who fired an ATGM, it will be affected by the APS but due to the momentum, the ATGM can hit the Puma if the ATGM is redirected towards the ground. MUSS creates a thermal signature which can be seen with thermal sights. It also can also be used as an IR spotlight. It should be noted that this can be a disadvantage when in night maps as tanks with NVD (except when tanks are using thermal view) will be able to see the light beam. The APS should be turned on and off at commander's discretion. When on day maps, this will not be an issue. MUSS must have a clear line-of-sight with the enemy launcher (at least enemy sights must be able to see the tank). Tanks firing behind cover like the Swingfire can also be affected by the APS. As long as the enemy is within the jamming arc, the Puma will be protected against SACLOS ATGMs. It should be noted that the Puma has access to Laser Warning Receiver (LWR), so the player does not need to rely on visual contact with the ATGM and the launcher. Thankfully, the thermal sights will be capable of detecting the fireball created by the ATGMs at certain distances.

Armour type:

  • Rolled homogeneous armour (hull, slat)
  • High hardness rolled armour (turret)
  • Aliminium alloy 7039 (turret)
  • Composite screen (hull roof)
  • Bulletproof glass (rear door pane)
  • ERA/NERA (hull sides)
Armour Front (Slope angle) Sides Rear Roof
Hull 15+5 mm (76°) Upper glacis - Top
15 mm (61°) Upper glacis - Bottom
15 mm (58-60°) Lower glacis
15 mm (13°) Top
10+15 mm Bottom
15 mm (10-15°)
60 mm (13°) Door window
15+5 mm (14°) Front glacis
15+30 mm Fighting compartment
10 mm Radiator vent
Turret 25 mm Turret front
10 mm Gun mantlet
25+15 mm 25+15 mm 15+5 mm

Notes:

  • Suspension wheels, tracks, and torsion bars are 20 mm thick.
  • Belly armour is 15 mm thick.
  • ERA and NERA panels cover the sides of the PUMA:
Armour Sides
Hull ERA: 340 mm Top
NERA: 100+150 mm Radiator vent
NERA: 250 mm Bottom

Mobility

Speedforward / back
AB78 / 34 km/h
RB and SB71 / 31 km/h
Number of gears10 forward
5 back
Weight43.0 t
Engine power
AB2 076 hp
RB and SB1 088 hp
Power-to-weight ratio
AB48.3 hp/t
RB and SB25.3 hp/t

PUMA will generally drive forward at about 56 km/h, which is not the best speed for a light tank, but not the slowest either.

The reverse acceleration is good enough to break out of a ram-lock with a tank like T-62, which is important as the main gun can't really destroy such tanks frontally, so instead it's better to reverse and snapshot enemy tracks before they managed to catch up and drag PUMA into a wall.

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 78 34 43 _,___ 2,076 __.__ 48.28
Realistic 71 31 _,___ 1,088 __.__ 25.3

Modifications and economy

Repair costBasic → Reference
AB3 552 → 5 946 Sl icon.png
RB3 387 → 5 669 Sl icon.png
SB4 525 → 7 574 Sl icon.png
Total cost of modifications248 800 Rp icon.png
407 000 Sl icon.png
Talisman cost2 900 Ge icon.png
Crew training240 000 Sl icon.png
Experts830 000 Sl icon.png
Aces2 100 Ge icon.png
Research Aces1 140 000 Rp icon.png
Reward for battleAB / RB / SB
140 / 180 / 230 % Sl icon.png
238 / 238 / 238 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
350 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
9 900 Rp icon.png
Cost:
15 000 Sl icon.png
310 Ge icon.png
Mods new tank break.png
Brake System
Research:
9 900 Rp icon.png
Cost:
15 000 Sl icon.png
310 Ge icon.png
Mods new tank filter.png
Filters
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
410 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
440 Ge icon.png
Mods new tank engine.png
Engine
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
440 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
3 300 Rp icon.png
Cost:
17 000 Sl icon.png
350 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
3 000 Rp icon.png
Cost:
15 000 Sl icon.png
310 Ge icon.png
Mods tank reinforcement ger.png
Crew Replenishment
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
410 Ge icon.png
Mods smoke screen.png
Smoke grenade
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
440 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
350 Ge icon.png
Mods tank ammo.png
30mm_173_HEI_ammo_pack
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
350 Ge icon.png
Mods tank ammo.png
30mm_173_AHEAD_ammo_pack
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
350 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
9 900 Rp icon.png
Cost:
15 000 Sl icon.png
310 Ge icon.png
Mods airstrike.png
Airstrike
Research:
9 900 Rp icon.png
Cost:
15 000 Sl icon.png
310 Ge icon.png
Mods counterMeasures.png
LWS/LR
Research:
9 900 Rp icon.png
Cost:
15 000 Sl icon.png
310 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
410 Ge icon.png
Mods tank ammo.png
30mm_173_APDS_FS_ammo_pack
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
410 Ge icon.png
Mods thermal sight.png
NVD
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
410 Ge icon.png
Mods art support.png
Artillery Support
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
440 Ge icon.png
Mods scouting.png
Improved optics
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
440 Ge icon.png
Mods scout streak.png
Scout UAV
Research:
14 000 Rp icon.png
Cost:
22 000 Sl icon.png
440 Ge icon.png

Armaments

Laser rangefinder
Reduces the error and increases the maximum measurable distance of the rangefinder
Night vision device
Improves visibility by enhancing natural light or active illumination.
Thermal imager
Allows to see thermal radiation in the infrared range day and night

Main armament

30 mm MK 30-2/ABM cannon
Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Ammunition400 rounds
First-order200 rounds
Belt capacity100 rounds
Reloadbasic crew → aces
0.3 → 0.2 s
Fire rate201 shots/min
Vertical guidance-10° / 45°
Main article: MK 30-2/ABM (30 mm)

Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: {{main|Name of the weapon}}. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.

30 mm MK 30-2/ABM Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity (Belt) Fire rate Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 400 (100) 200 -10°/+45° ±180° Two-plane __._ __._ __._ __._ __._ _.__ _.__ _.__ _.__
Realistic __._ __._ __._ __._ __._

Ammunition

  • Default: APDS · HEI-T* · HEI-T*
  • MK266: HEI-T*
  • PMC308: HEI-T
  • PMC287: APFSDS
Penetration statistics
Belt Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
Default 87 86 81 75 70 65
MK266 3 3 3 3 3 3
PMC308 47 44 36 28 22 17
PMC287 121 119 111 97 93 83
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
MK266 HEI-T* 1,080 0.36 0 0.1 54.4 79° 80° 81°
PMC308 HEI-T 1,100 0.36 0.2 1.5 0.8 79° 80° 81°
PMC287 APFSDS 1,405 0.1 N/A N/A N/A 78° 80° 81°

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
4 __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __

Machine guns

5.56 mm MG4 machine gun (coaxial)
Ammunition2 000 rounds
Belt capacity1 000 rounds
Reloadbasic crew → aces
10.4 → 8.0 s
Fire rate890 shots/min
Main article: MG4 (5.56 mm)

Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.

5.56 mm MG4
Mount Capacity (Belt) Fire rate Vertical Horizontal
Coaxial 2,000 (1,000) 890 N/A N/A

Usage in battles

The PUMA IFV is an effective vehicle against all types of targets, and even the heaviest of tanks such as the T-10M can even be defeated with a flanking maneuvre with APFSDS to the direct side at point blank. The best way to play the PUMA IFV is to go on the flank, using its mobility to get to places quickly. It has access to generation 2 thermals for the gunner and commander, and a very good optic which makes sniping an easy job to do. With the crewless turret, you can easily sit hull down in most positions which makes it hard for your enemies to effectively target you, though you are a big target, so it's best to be aware on the move.

Another way to play is being a support vehicle and slightly being aggressive, where you can support your teammates at the frontline aiming for weak spots of enemies with APFSDS, or flanking them as the APFSDS can cut through easy weak spots and the sides and rear of enemies. While the PUMA can survive and soak up shots due to the empty space inside the vehicle, you can still be disabled by an engine shot, or a well placed shot to the side where all your crew is packed together. The PUMA provides good protection against most chemical warhead weapons aside from tandem charged warheads, as the PUMA is equipped with a mix of CLARA Explosive Reactive Armor, and composite armor. It may occasionally bounce early APDS and APFSDS to the angle of the frontal armor but it's best to still play cautiously as no vehicle is invincible.

Counter tactics:

A ground force veteran might notice that PUMA looks and acts eerily similar to the Warrior, but with no ATGM. The less obvious differences are not visible to the eye. It is much better protected and will block HEAT shells almost anywhere, cannot be destroyed with HMG, does not explode if shot into the turret, has no ammo racks in the back. Its gun is belt fed, fires much faster and harder, but it can be ammo starved like SPAAs, if direct destruction is impossible. It also works as a great equalizer - even though it has no ATGM, it will not let almost anyone around it to use them either. Treat it as a medium tank, or a single mistake will allow it to immediately disable your weapon, then bully you and your teammates at its leisure.

Here are some tips for various ammunition types:

Semi-auto ATGM - forget about it. Unless it is very close to you, IRCM will derail the missile into the ground. If you want to use it, hit the IRCM on top of it with something else until it breaks, then hit the tank with ATGM. Even so, avoid hitting the tank from the side, especially at an angle, as NERA or ERA might block it. Do not aim at the middle of it if you attack at an angle, hit closer to the front. If you are a dedicated missile carrier with no side weapons - try to bait it as close as you can and pray for a hit, since its IRCM is placed so high that there is literally no way to sneak a missile around it, the less time the missile is exposed to it, the better.

Wire guided ATGM - Probably it is too weak or uncontrollable to break through its hull, hit the turret first to ensure your survival. Then, depending on range and position, try to hit its LFP (it's weak enough even for gen 1 ATGM), vent (UFP, on your left if head-on, looks like a weird bright square without camouflage, hard to hit), worst case scenario try to hit its left (right when head-on) corner from a side until it gives in (avoid hitting too many ERA bricks at once and don't aim too low or you will hit NERA and external fuel tanks) or immobilize it by any means necessary and finish it off from behind. If in AB mode - see SACLOS.

Laser guided ATGM - Fire at the crew in the front. Do not rely on the raw power of ATGM and do not mindlessly slam the back or the middle of the PUMA, it's not an XM-1, it won't blow up even if you will just hit it 12 times randomly.

HESH - you are already dead, but at least attempt to hit the driver optics or the tip of the gun. If you are lucky enough, the tank will take critical damage.

HE - If it can penetrate more than 31 mm RHA, try to hit turret neck from the front of the hull, as there is a lot of openings in the composite screen, through which an HE might get inside and destroy the crew. There is also a possibility of attacking the driver, as he is not completely screened away, but it's more difficult than just hitting the turret's bottom. The sides are very difficult to penetrate.

HEAT - If head-on, attack lower frontal plate (aim for your right to avoid the engine deck), otherwise destroy the turret and swap ammunition. Everything else but rear is likely to bounce or block the shot. If its LFP is out of the reach and you can't get to its rear, try to hit the ventilation, as it has no NERA. If it won't bounce, then you will at least take out the commander, if it will bounce, it is very likely to hit the gun barrel and destroy it.

Autocannon - Go for the turret ammo belt to disrupt it's weapon, then unload into the driver's optics. If that won't penetrate for some reason, you can attack it's middle-bottom from the side to destroy the remaining ammo belts, so it becomes useless, then assault its side armour until it eventually collapses or attack the rear.

APHE - Unlike with the Warrior, its engine deck can stop APHE without collapsing the entire tank, so when attacking it from the front, hit its left (your right) side to ensure it's demise. If your fuse sensitivity is 19, DO NOT attack the turret - it is sealed away from the hull and is thin enough to detonate the shell. Side hits seem to be fatal almost anywhere. When hitting from the rear, aim left or middle, as it will not detonate slow fuses and its crew might survive.

Pure kinetic shells -

RB:

Your goal is to destroy two crew members in one hit. It is particuarly weak to high calibre APDS. Avoid attacking it at an angle if possible.

When head-on, the fastest way is to hit it's left (right for you) with APFSDS or APDS - if shot straight, the tank loses both gunner and driver, resulting in one hit KO. Be aware that this tank has fake side panels and its real interior is actually very narrow - look for LFP or ensure that you are aiming in between of the tracks first to confirm that you are, in fact, aiming at the crew compartment.

From the side, look where the turret connects with the tank, then aim a bit closer to the front, this should take out both gunner and commander.

If you can't aim this fast, then destroy the gun. If you missed, turn the gun away and hope that the enemy is too sloppy or busy with something else to destroy your gun. If you still have heavy machine gun, fire at turret's optics to try and damage its ammo belt to buy some time.

AB:

There is a high chance your opponent already has "crew replenishment" researched, in which case if you will go for default strategy, you are likely to lose, as the commander can use the main weapon. Basically, treat PUMA as if you can only take it out in minimum two shots and disable its weapon first.

Pros and cons

Pros:

  • Access to IRCM that can disrupt most common missiles
  • ERA on the side of the tank that will stop any chemical warheads
  • Crewless turret that can enable you to hull down effectively
  • The turret is sealed away from the interior of the hull and won't detonate most of APHE shells, significantly reducing potential of collateral damage
  • Unlike with the similar IFVs, it is incredibly difficult to destroy it without actually taking out the crew
  • Access to APFSDS for an autocannon
  • Good mobility for its size
  • Optics can shift from a general melee X2 zoom to the near-maximum sniper X15
  • Generation 3 Thermals for Commander and Gunner
  • Laser Warning System to alert you of incoming fire from tanks or helicopters

Cons:

  • Big target for its vehicle type
  • Fire rate is subpar compared to most of its counterparts
  • Has a timed HEI-T shell instead of HE-VT, which is inconvenient when fighting aircraft
  • IRCM can be spotted easily in NVD and Thermal sights
  • No access to ATGMs unlike its counterparts
  • Stock belt is subpar for defeating ground vehicles
  • Engine area is in the front, can be disabled easily

History

Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

Other vehicles of similar configuration and role

Warrior Strf 9040B

External links


Germany light tanks
Pz.II  Pz.II C · Pz.II C (DAK) · Pz.II C TD · Pz.II F · Pz.Sfl.Ic
Sd.Kfz.234  Sd.Kfz.234/1 · Sd.Kfz.234/2 · Sd.Kfz.234/2 TD
Marder  Marder A1- · Marder 1A3 · Begleitpanzer 57 · DF105
  PUMA
Wheeled  Sd.Kfz.221 (s.Pz.B.41) · Class 3 (P) · Radkampfwagen 90
Other  Ru 251 · SPz 12-3 LGS
Argentina  TAM · TAM 2C · TAM 2IP · JaPz.K A2
Czechoslovakia  Pz.35(t) · Pz.38(t) A · Pz.38(t) F · Pz.38(t) n.A. · Sd.Kfz. 140/1
France  Pz.Sp.Wg.P204(f) KwK
Lithuania  Vilkas
USA  leKPz M41
USSR  SPz BMP-1